Street Fighter IV/Gen: Difference between revisions

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EX Hyakurenkou
EX Hyakurenkou


Gekirou/Waterfall Kick
'''Gekirou/Waterfall Kick'''


EX Gekirou/Waterfall Kick
Gekirou > Ryukoha (Ultra) Damage ?


To perform this combo you first need to enter the Gekirou with the MK version or above (to be verified) and maintain your opponent ABOVE Gen. Normally you would want him to remain level with Gen but in this case we are not going to complete the Gekirou. Instead we will finish a couple of hits into it (Best way is just to mash mercilessly when you want to end it) and at which time Gen will drop before his opponent. When he lands you should already have quarter circle buffered, just enter one more and KKK and the Ultra should connect. Practice is neccesary to get a visual of where your opponent should be, this should be used as an AA finisher due to the poor amount of damage this combo does.
'''EX Gekirou/Waterfall Kick'''
No combos can be started with this move.





Revision as of 13:27, 24 April 2009

Introduction

Gen is in an essence a character with a Swiss army knife of normals. He's centered around the the ability to switch stances have different moves from each stance, each with different properties and damage. In general his Mantis stance has quicker attacks while his crane stance has the stronger attacks. Knowing how to chain these two stances into one blended fighting style can make Gen into an imposing fighter with answer for most situations. The following Wiki will familiarize you with his move set, his stances and his combos, in an effort to build a solid foundation of his gameplay. His learning curve is steep, but once you get the hang of things Gen has the ability to be a very good character.

Move Analysis

Walking/Jumping

Walking and jumping with Gen are different from other character because each stance has unique properties to ALL of Gen's attributes.

When walking in each stance Gen actually gains speed in the Crane stance. This is currently rated as one of the fastest walks in the game alongside other speed characters such as Chun Li. His crane stance on the other hand does not fall off that much but falls more along the middle tier of walkers in the game.

As per Mnszyk the following data pertains to Gen's walking speed using the Training level as a base, and the squares as a unit of measure

The units are arbitrary, essentially the number of training squares moved in an arbitrary amount of time.

Gen Mantis - 10

Gen Crane - 12

Sagat - 6

Ryu - 10

Chun-Li - ~13

Not that this is particularly useful for anything the way frame data is, but Gen basically gets a 20% speed increase in crane stance.

Normal Moves

Mantis

S.LP -30 damage, 50 stun, 20 super This is a standard fare quick hitting move for Gen that can be used to tick throw or build combos. It loses 1 frame on block unlike it's crouching version, but it's not so readily punishable either. The the range is standard as well, likely usages will revolve around using it in combos or hit verification.

S.MP - 70 damage (80 if far away), 100 stun, 40 super Gen's s.mp has so interesting properties when compared to other people's s.mp. It causes 23 hit stun, gen gains 2 frames on block, on hit 6, and is only a frame slower in startup in comparison to s.lp (while having 2 more active frames). This move can be cancelled into c.lk in crane (as shown in the trials) and can be linked with s.hp in mantis and c.hp because of the hit stun. Excellent in combos, a good way to start combos, this punch is useful for gen in that it is quick and causes so much stun. Linking in combos may be problematic depending on the normal used before hand.

S.HP

S.LK

S.MK

S.HK

C.LP

C.MP

C.HP

C.LK

C.MK

C.HK

J.LP

J.MP

J.HP

Crane

S.LP

S.MP

S.HP

S.LK

S.MK

S.HK

C.LP

C.MP

C.HP

C.LK

C.MK

C.HK

J.LP

J.MP

J.HP

Normal Throws

This is one of the few sections that Gen does not need to have split up due to his stances, there is however a difference when kara throwing (more on that later)

Gen's back and forward throws are essentially the best tools when initiating the cross-up mixup game that you may get yourself into (although you should NOT abuse this) The have identical stats, and both garner you 40 points of super meter, but one thing you should take of note is that the forward grab takes off 10 points more (important if it is going to the be the last grab you attempt in a match)

When it comes to Kara throwing (i.e. the practice of canceling a normal attack to increase the range of a throw, there are some interesting things to take of note from each stance

As per Ouroborus

Gen can kara throw with:

Mantis: MP, MK, HP, HK

Crane: MP, HP, HK.

Additionally Shin Shitenshuu states

Gen's Mantis style st. mk has a Kara throw distance of 2-1/2 to almost 3 squares in training mode! I assume it's because of st. mk having a quick start-up.

The usages of this are varied, with a good kara throw Gen can enter block strings and from a distance attempt throws that don't seem possible some kara throw setups are (credit to JiBbo):

- Mantis

Low Jab, (Kara)
Low Short, Low Jab (Kara)
Low Jab, Low Jab (walk foward slightly) (Kara)

Command Normals

Focus / Saving Attack

Mantis

Crane

Special Moves

STANCE CHANGE PPP OR KKK (depending on which style you are in)

This is probably the biggest and most important of his special moves, and is what gen is built around. With the stance switch he is able to fluidly move from one move set to another giving him 12 normals and 4 specials. Usage of this stance switch is an important fundamental in Gen's game, and with that you should know what this move entails. When gen performs his stance change from a neutral, walking or crouching position, it will cost him 5 frames to do so. This is important to note because during this period he is vulnerable! While dashing, jumping or performing a move (normal or special), no frames are made to show the transition, so he is allowed to stance change without the 5 frame penalty. Some things to note: -normals from either stance can then transition to a normal in another stance as long as the stance change is buffered during the first normal (example: s.mp in mantis into c.lk crane) -you can begin your charges in mantis for crane specials

Mantis

Crane

Super Move

Mantis

Crane

Ultra Move

Mantis

Crane

The Basics

Combos

When it comes to combos, Gen has plenty of options due to his multiple stances. In this section we will review the best possible punishes and also some of the more flashy combos that gen has in his arsenal. Note that this section is broken up by stance, and by combo starter, that way if you would like to know what kind of combos Gen has that start from a s.lp in mantis, then you can refer to that section specifically.


Mantis Combos

S.LP

S.MP

S.HP

S.LK

S.MK

1. S.MK xx HP Hands thread on shoryuken

Difficult move to pull off when you first attempt it, this move is debatable as to whether it is Bread and Butter combo or not. Why should you use it? Well first off it gives the best poke gen has (rangewise) more to work with, here are a little stats from the shoryuken thread, credit goes to Mnszyk for the data

This is why you should do Medium Kick xx Fierce Hands:

Medium Kick 70 damage, 100 stun, 40 meter Your opponent will be pushed ~4 training room squares in the other direction High priority, long range Block Advantage: -2 Hit Advantage: +2

Medium Kick xx Fierce Hands 134 damage, 180 stun, 110 meter Your opponent will be pushed ~18 training room squares in the other direction. At max range, you'll advance yourself about ~9 squares for free. Armor Breaking - Your opponent will never be able to safely focus your pokes if you do this Block Advantage: +5 Hit Advantage: +9

Almost doubled damage and stun, the ability to push your opponent around like crazy, nearly triple meter, armor breaking, and high safety ... what would you weigh that against?

As you can see, there are plenty of reasons to MKhands. It allows you to effectively zone and punish whiffs that Gen normally could not. He can also use it to punish things like (list is still growing) Blocked Shoto Roundhouse Close Range tiger shot Close range fireball (Shotos) MP or HP Headbutt (Honda) Punish rekkas (fei or abel) early rolls by abel wheel kicks (abel) TAP (Balrog)

This combo alone gives him the ability to increase his zone, whereas most of the combos gen has have to be up in your face, this lets him start the pressure and force the issue with opponent.

So How do you do it?

There are many different manners of doing it, first thing is first let's break down how the combo works

MK itself has 5 frames of startup which is not too bad at all, but the active frames are only 3, so within these active frames you have to get hands out. At first this may seem like a daunting task because....

Hands requires 5 P button inputs to activate. So in practice you can hit any P button 5 times and Hands will come out (this must be done rapidly). What aids this process is that any combination of P buttons can be used and the 5th one will determine the strength of the hands (with HP being the best). Being able to piano the inputs would be the best method here but there are different ways to get MK hands to come out:

SecretCharacter's method My method of doing it is; Lp+Mk, then piano from right to left, Fp, Mp, Lp, Fp (Notice how he uses LP+MK, when this input is done the higher button input will come out and the lower button input will still be recorded)

Kruldar's Method video links Piano Method Slide Method

B izm's method LP+MKx2, LP MP HP

SLVRNBLK's method Same as the piano but with 2 fingers on mp (middle and ring) so that you can drum that button twice

FROM MK hands you can also cancel the first three hits of hands to another mk hands or mk super. The mk hands to mk hands works in block strings as well.

S.HK

C.LP

C.MP

C.HP

C.LK

C.MK

C.HK

J.LP

J.MP

J.HP

Hyakurenkou

EX Hyakurenkou

Gekirou/Waterfall Kick

Gekirou > Ryukoha (Ultra) Damage ?

To perform this combo you first need to enter the Gekirou with the MK version or above (to be verified) and maintain your opponent ABOVE Gen. Normally you would want him to remain level with Gen but in this case we are not going to complete the Gekirou. Instead we will finish a couple of hits into it (Best way is just to mash mercilessly when you want to end it) and at which time Gen will drop before his opponent. When he lands you should already have quarter circle buffered, just enter one more and KKK and the Ultra should connect. Practice is neccesary to get a visual of where your opponent should be, this should be used as an AA finisher due to the poor amount of damage this combo does.

EX Gekirou/Waterfall Kick

No combos can be started with this move.


Crane Combos

S.LP

S.MP

No combos can be started with this move.

S.HP

No combos can be started with this move.

S.LK

S.MK

S.HK

No combos can be started with this move.

C.LP

C.MP

C.HP

No combos can be started with this move.

C.LK

C.MK

C.HK

No combos can be started with this move.

J.LP

J.MP

J.HP

Jasen/Roll attack

EX Jasen/Roll attack

Oga/Wall JumpDive

EX Oga/Wall JumpDive

Focus Combos

Strategy

Matchups

   * Abel
   * Akuma
   * Balrog (Boxer)
   * Blanka
   * Cammy
   * Chun Li
   * Crimson Viper
   * Dan
   * Dhalsim
   * E. Honda
   * El Fuerte
   * Fei Long
   * Gen
   * Gouken
   * Guile
   * Ken
   * M. Bison (Dictator)
   * Rose
   * Rufus
   * Ryu
   * Sagat
   * Sakura
   * Seth
   * Vega (Claw)
   * Zangief

Frame Data

MANTIS STYLE
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
LP 30 50 3 3 10 15 -1 +1 11 13 20 O O O -
MP 70 100 4 5 14 22 +2 +6 20 23 40 X O O Far version 80 damage
HP 80*60 100*100 5 2*4 ?? 27 -3 +1 ?? ?? 40*20 X O O Forces stand, 1st hit cancellable
LK 30 50 5 4 13 21 -3 -2 13 14 20 X X O Far version 40 damage
MK 70 100 5 3 20 27 -2 +2 20 24 40 X O O -
HK 110 200 8 2 20 29 -4 0 17 21 60 X X X -
crouch LP 30 50 4 2 8 13 +1 +4 10 13 20 O O O -
crouch MP 70 100 7 4 11 21 -1 +1 13 15 40 X O O -
crouch HP 100 200 7 4 19 29 -5 -1 17 21 60 X X X -
crouch LK 30 50 5 4 8 16 -1 +2 10 13 20 O O O Low attack
crouch MK 70 100 7 3 17 26 +1 +3 20 22 40 X O O Low attack
crouch HK 100 200 8 3 28 38 -13 D 17 - 60 X X X Low attack, cannot fast recover
Jump LP 40 50 4 7 - - - - - - 20 - - - -
Jump MP 70 100 5 5 - - - - - - 40 - - - -
Jump HP 100 200 6 4 - - - - - - 60 - - - -
Jump LK 40 50 5 8 - - - - - - 20 - - - Mid attack, straight jump 30 damage
Jump MK 70 100 4 8 - - - - - - 40 - - - Mid attack, straight jump 80 damage
Jump HK 100 200 6 3 - - - - - - 60 - - - -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 90 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 150 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 130 100 3 2 20 24 - D - - 40 - - - Throw range 0.95
Back Throw 120 100 3 2 20 24 - D - - 40 - - - Throw range 1.05
Hyakurenkou LP 16xn 20xn 5 3xn 48 +5 +9 30/10xn X X O Armor break, (translate)
Hyakurenkou MP 16xn 20xn 4 3xn 41 +5 +9 30/10xn X X O Armor break, (translate)
Hyakurenkou HP 16xn 20xn 4 3xn 40 +5 +9 30/10xn X X O Armor break, (translate)
Hyakurenkou EX 16xn 20xn 4 3xn 40 +5 +9 0/0 X X O Armor break, (translate)
Gekirou LK 100*10x4*20 80*10x5 7 15 45 -35 D 30(20)/40*20x5 X X X 1~4f strike invincible, (translate)
Gekirou MK 100*10x5*40 80*10x6 7 15 46 -35 D 30(20)/40*20x6 X X X 1~4f strike invincible, (translate)
Gekirou HK 100*10x6*90 80*10x6*80 7 15 47 -35 D 30(20)/40*20x7 X X X 1~4f strike invincible, (translate)
Gekirou EX 100*10x6*90 80*10x6*80 7 15 47 -35 D 0/0 X X X 1~4f strike invincible
Zanei 20x5*80 0 6 16 87 -61 D 0/0 - - - Invincible LP 1~11/MP 1~8/HP 1~5, Armor break, (translate)
Zetsuei 15x12*225 0 11 11 78 -49 D 0/0 - - - 1~10f invincible, Armor break
Switch Style - - - - - - - - - - - -
CRANE STYLE
Frames Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Guard On Hit Block Stun Hit Stun Gain Chain Special Super Notes
LP 30 50 4 3 12 18 -3 -1 11 13 20 O O O -
MP 50*50 50*50 23 2*2 ?? 48 -3 +1 ?? ?? 20*20 X X X Mid attack
HP 100*100 100*100 22 2*4 ?? 46 -5 0 ?? ?? 40*20 X X X 2nd hit forces stand, 1st hit low attack
LK 40 50 8 4 12 23 -2 -1 13 14 20 X X O -
MK 80 100 7 4 22 32 -5 -1 20 24 40 X X X -
HK 80*70 100*100 5 3*2 ?? 40 -6 -2 ?? ?? 40*20 X X X -
crouch LP 40 50 4 2 11 16 -2 +1 10 13 20 X O O -
crouch MP 90 100 5 4 20 28 -10 -8 13 15 40 X O O -
crouch HP 180 300 21 5 16 41 -3 +1 17 21 60 X X X -
crouch LK 30 50 5 6 16 26 -8 D 13 - 20 X X O Low attack, (translate)
crouch MK 80 100 8 3 21 31 -3 -1 20 22 40 X X O Low attack, (translate)
crouch HK 120 150 5 2 37 43 -21 -17 17 21 60 X X X -
Jump LP 50 50 4 7 - - - - - - 20 - - - -
Jump MP 90 100 4 5 - - - - - - 40 - - - straight jump 80 damage
Jump HP 110 200 5 7 - - - - - - 60 - - - straight jump 100 damage
Jump LK 40 50 4 9 - - - - - - 20 - - - -
Jump MK 80 100 4 8 - - - - - - 40 - - - straight jump 90 damage
Jump HK 100 200 6 3 - - - - - - 60 - - - -
Shakudan(overhead) 50 50 - 2 - - - 20 - - - Pursuit property
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 90 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 150 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 130 100 3 2 20 24 - D - - 40 - - - Throw range 0.95
Back Throw 120 100 3 2 20 24 - D - - 40 - - - Throw range 1.05
Jasen LP 20*20*80 50*50*50 6 3*1*4 43 -3 +1 35/10x2*30 X X O 1~3 hits cancellable
Jasen MP 20x3*80 50x4 6 3*3*1*4 59 -3 +1 35/10x3*30 X X O 1~3 hits cancellable
Jasen HP 20x4*80 50x5 6 3x3*1*4 74 -3 +1 35/10x4*30 X X O 1~3 hits cancellable
Jasen EX 20x4*80 50x5 6 3x3*1*4 74 -3 +1 0/0 X X O 1~45f projectile invincible, 1~5 hits cancellable
Oga - - - - - - - 0/0 - - - -
Oga EX - - - - - - - 0/0 - - - (translate)
Oga Stop - - - - - - - 0/0 - - - -
Oga Close 100 150 15 Until ground - - D 30/90 - - - (translate), Armor break
Oga Far 100 150 14 Until ground - - D 30/90 - - - (translate), Armor break
Oga Ceiling - - - - - - - 0/0 - - - -
Oga Ceiling Drop 100 150 11 Until ground - - D 30/90 - - - (translate), Armor break
Oga Super Close 100 150 11 Until ground - - D 30/90 - - - (translate), Armor break
Jakoha 300 0 11 19 31 60 - D 0/0 - - - Invincible LK 1~12/MK 1~8/HK 1~5, Pursuit property
Ryukoha 150*248 0 11 8 53 71 - D 0/0 - - - 1~11f invincible, Pursuit property
Switch Style - - - - - - - - - - - -
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes